smooth out vec3 viewRay;

void main(){
	ge_TexCoord0 = ge_VertexTexcoord;
	ge_Color = ge_VertexColor;
	ge_Position = ge_MatrixProjection * ge_VertexPosition;

	viewRay = vec3(0.0);
	viewRay.x = ge_Position.x * tan(1.047197 / 2.0) * (1280.0 / 720.0);
	viewRay.y = ge_Position.y * tan(1.047197 / 2.0);
	viewRay.z = 1.0;
}